outpost_2:concepts:population_and_morale

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
outpost_2:concepts:population_and_morale [2023/11/01 05:47] blackbox222outpost_2:concepts:population_and_morale [2023/11/11 22:31] (current) – [Strategy] arklon
Line 19: Line 19:
  
 In "morale steady" games this is typically forced to Good, but the mission designer can force morale to any of these levels. In "morale steady" games this is typically forced to Good, but the mission designer can force morale to any of these levels.
 +
 +==== Strategy ====
 +
 +  * Despite there being a "demand %" shown for Med Centers, having excess medical center capacity strictly lowers the death rate (at the cost of Scientists and power to run the medical centers).  While maintaining < 100% Med Center demand is necessary for morale by itself, further reducing demand % can have enormous benefits even in Morale Steady games.
 +    * Veteran OP2 players strive for 30-40% demand to give a decent reduction to death rate.
 +  * There is limited value in having more than 1 nursery and university:
 +    * Multiple nurseries do not increase birth rate, only decreasing kid death rate by providing 40 capacity for kids, but this is quickly obsoleted when Med Centers become available as they have a base capacity of 50, upgradeable to 75 (and apply to all colonists).
 +    * Mutliple universities do not increase worker training rate (though later in the game multiple universities would allow you to train more than 10 scientists at a time).
 +  * Birth rate and death rate are affected favorably by high morale, so it's in your best interest to keep morale reasonably high.
  
 ==== Morale Model ==== ==== Morale Model ====
Line 161: Line 170:
 | > 200% (Max)    | 1        | 3     | | > 200% (Max)    | 1        | 3     |
 | 10000 (default) | 0        |       | | 10000 (default) | 0        |       |
 +
 +** Operational Modifiers **
 +
 +  * >= 1 active Nursery: 2
 +  * >= 1 active University: 2
 +
 +** Disaster Warning Systems **
 +
 +This checks the required tech of the quake, lightning, tornado, volcano, or meteor unit, the tech ID comes from weapons.txt.
 +
 +  * Seismology (03201) researched: 2 (DIS_QUAKE_ON)
 +  * Meteorology (05302) researched: 2 (DIS_ELEC_ON)
 +  * Severe Atmospheric Disturbances (05303) researched: 2 (DIS_SAND_ON)
 +  * Vulcanology (03202) researched: 2 (DIS_VOL_ON)
 +  * Meteor detection (08317 -> 08316) researched: 2 (DIS_MET_ON)
 +
 +All of these are additive (i.e. add 2 if the tech is researched, 0 otherwise)
 +
 +** DIRT Damage Prevention Modifiers **
 +
 +These are cumulative as before.
 +
 +^ Avg Damage Prevention ^ Modifier ^ Total ^
 +| < 625 (Low)           | 1        | 1     |
 +| >= 625 (Med)          | 1        | 2     |
 +| >= 1250 (High)        | 1        | 3     |
 +| >= 1775 (Max)         | 1        | 4     |
 +
 +** Unoccupied Colonists Modifiers **
 +
 +^ Unoccupied Colonist % ^ Modifier ^ Total ^
 +| >= 10% (Low)          | -1       | -1    |
 +| >= 30% (Med)          | -2       | -3    |
 +| >= 50% (High)         | -3       | -6    |
 +
 +** Scientists as Workers Modifiers **
 +
 +^ Scientists as Workers % ^ Modifier ^ Total ^
 +| >= 5% (Low)             | -1       | -1    |
 +| >= 20% (Med)            | -1       | -2    |
 +| >= 40% (High)           | -2       | -4    |
 +| >= 65% (Max)            | -3       | -7    |
  
 ==== Population Model ==== ==== Population Model ====
Line 207: Line 258:
  
 Scientist training is not handled here, because that is something that is manually initiated at the University by the player. Scientist training is not handled here, because that is something that is manually initiated at the University by the player.
- 
-==== Strategy ==== 
- 
-  * Despite there being a "demand %" shown for Med Centers, having excess medical center capacity strictly lowers the death rate (at the cost of Scientists and power to run the medical centers).  Veteran OP2 players strive for 30-40% demand to give a decent reduction to death rate. 
-  * There is limited value in having more than 1 nursery and university: 
-    * Multiple nurseries do not increase birth rate, only decreasing kid death rate by providing 40 capacity for kids, but this is quickly obsoleted when Med Centers become available as they have a base capacity of 50, upgradeable to 75 (and apply to all colonists). 
-    * Mutliple universities do not increase worker training rate (though later in the game multiple universities would allow you to train more than 10 scientists at a time). 
-  * Birth rate and death rate are affected favorably by high morale, so it's in your best interest to keep morale reasonably high. 
  • outpost_2/concepts/population_and_morale.1698817638.txt.gz
  • Last modified: 2023/11/01 05:47
  • by blackbox222